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Goddess of the Full Moon, Tsukuyomi

- #BT03/006

Date Reviewed: Mar. 4, 2013

[CONT](VC/RC):If you do not have a card named "Goddess of the Half Moon, Tsukuyomi", a card named "Goddess of the Crescent Moon, Tsukuyomi", and a card named "Godhawk, Ichibyoshi" in your soul, this unit gets [Power]-2000. [ACT](VC):[Counter Blast (2)] If the number of «Oracle Think Tank» in your soul is six or more, draw two cards, choose a card from your hand, and put it into your soul.

Ratings Summary

Rating: 4.87

Ratings are based on a 1 to 5 scale. 1 being the worst. 
3 ... average.  5 is the highest rating.

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"Gale" Gaylord

I suppose the time has finally come. Those who know me are well aware of Tsukuyomi being my favorite deck, and it wouldn't be anywhere near as potent as it is without today's card - Goddess of the Full Moon. There's no way to judge her in a vacuum, but in the interest of keeping this short and sweet I'll be making a lot of more general statements rather than some grand breakdown.
Goddess of the Full Moon, Tsukuyomi boasts a strong 11K defense alongside an ability that strengthens the hand up to three times per game (after a single heal); she's one of the tankiest Vanguards a player can expect to come across during a tournament. On top of this, she becomes a ticking time bomb due to the natural run of her ride chain placing no less than 12 (and regularly closer to 20) cards in a player-chosen order on the bottom of the deck. If a game doesn't end quickly, it's ending painfully for Tsukuyomi's opponent.
Tsukuyomi is surrounded by tons of other powerful cards, too - namely Silent Tom and Battle Maiden, Tagitsuhime, with CEO Amaterasu making guest appearances. Even the basic building blocks in Lozenge Magus and Psychic Bird have very specific purposes in making sure the Moon is, indeed, Full. Toss in Oracle Guardian, Red Eye and personal techs to complete the equation.
I will be honest, though - sometimes (I'd estimate one game in six) you're gonna get stuck with the 2K debuff due to something going wrong, and it sucks. It takes a very strong and suitably lucky player to tough it out through this development, as they'll need three additional soul to even begin drawing, plus whatever missing Moons need to be slotted in to restore the Full Moon's 11K base, and even still they won't have any long-term game plan. If you don't like consequences of this nature, or just don't have the greatest of memory, this deck might not be for you.
Tsukuyomi has only managed to improve over time, and she's the first thing I re-examine whenever Oracle Think Tank receives new cards. And why not? She's got a ton going for her, including brilliant match-ups with the BT05 behemoths. The deck probably won't be changing at all this year, but I eagerly await what time has in store (yes, even potential restrictions). 5/5

David NavyCherub Lynn Goddess of the Full Moon, Tsukuyomi
Tsukuyomi is a behemoth of a card. She comes at the end of the first kind of ride chain ever, one only shared by the Galahad line that was released in the same booster set. However, what makes her truly unique is how she takes advantage of every part of her chain's effects, more so than possibly any other ride chain to date.
But, before we go into that, let's go over her abilities. She herself only has two, and they are fairly simple. The first of these abilities causes her to lose 2000 power when every other piece of her chain is not present in the soul. This drops her from a very nice 11000 to a pretty terrible 9000 defense, which is pretty painful but unlikely given the nature of her ride chain. Her second ability is a powerful one: for two counterblast, you can draw two cards and put one card in your hand into your soul. This is pretty great, since you get both a +1 in concrete advantage and a chance to increase the quality of your hand for what would normally only be the cost of a regular old +1. You can even fix her defense if you messed up the ride chain by putting the missing pieces into your soul with this ability, if you're so inclined. Now, you have to have six or more Oracle Think Tank units in your soul to use this ability, but once again this is not really an issue since both her chain and the support her clan gives her, like Oracle Guardian Red Eye and Psychic Bird, allows this to be an incredibly easy condition to fulfill. Having six soul also turns on the abilities of a series of cards that only work when you have at least that many in your soul - in particular, Battle Maiden, Tagitsuhime.
Now, what really makes Tsukuyomi such a force to be reckoned with is how she so gracefully mixes her incredible defensive capabilities with a fearsome offensive power. You see, her chain works like this: before you ride each turn, you can check the top five cards of your deck for the next card in the chain, and if you find it, you can ride it and put the rest of the cards at the bottom of your deck in any order. This has three distinct uses all in one. First of all, and probably the most obvious part, is that it increases your chances of successfully riding the chain at every step, preventing both misrides and the chances of messing up Full Moon's soul and power. Second, superior riding in this way makes your ride a wash instead of a -1, allowing you to potentially save cards in your hand during all of your rides, making it even easier to defend yourself as the game goes on. Third, the cards that go to the bottom of the deck can go in any order you wish, allowing you to set up for one of the most deadly endgames possible in Vanguard - perfect knowledge of the order of cards in your deck.
First of all, you may be thinking, is that even possible? You'd have to not only thin your deck all the way to 12-15 cards, but also even survive that long! The answer, though, is yes, this is not only possible but basically your win condition, too. The Oracle Think Tank clan is known for their ability to draw and force their way through the deck, and Tsukuyomi takes advantage of this by having all that drawing and soul charging lead to absolute victory. Her ability to draw two cards even enables this in addition to whatever other abilities you use throughout the game. Heck, sometimes it's not even that bad to not be able to ride to grade 3 right away - sitting on the grade 2 Tsukuyomi makes filtering through your deck even faster, making the endgame come even sooner at the cost of defending yourself becoming a little harder.
Now that you have full knowledge of your deck, you can plan every step and even make your opponent's moves work in your favor. If your opponent guards for two triggers to pass, you will know if giving that first trigger to your vanguard will work out in your favor, probably even stacking multiple criticals on top of the hit. You can plan heal triggers ahead of time and take a sixth damage knowing full well that you will survive that turn, as well as reaping the benefits of the extra 5000 defense for the rest of the turn. You'll even know exactly what you will draw during these turns, and cards like Psychic Bird become your best friend as you manipulate your deck to work out exactly as you want it to. Before you even hit those last cards, you'll know what to expect in the rest of your deck as you will know what you sent to the bottom of the deck and therefore know not to expect those cards until then. The entire fight is your oyster because you have the most knowledge about the current state of the game possible. And as they say, knowledge is power.


            A first generation Ride Chain, Tsukuyomi’s Oracle Think Tank traits are a prominent feature of the deck, leading to become one of the most devastating late games in almost all of Cardfight Vanguard. Coupled with its solid 11K base, and its own drawing skill to cycle through cards to refresh your hand and go through even more of your deck, Tsukuyomi sizes up as one of the stronger Vanguards in the game. 

            Before I go into Tsukuyomi, I’ll have to touch up on its Ride Chain. Tsukuyomi’s ride chain is just 1 of 2 that work similarly, where every Vanguard of each grade will check the top 5 cards of your deck for the next grade. If it’s there, you may Superior Ride into it. After that, you may place the rest of the cards back to the bottom of your deck in any order you want at the end of the turn.  To start off, let’s talk consistency. While your overall riding consistency is obviously going to be increased, one still has to worry about actually getting Tsukuyomi to go off. Luckily, as one who knows how to work with these kinds of numbers, I’ve found out that Tsukuyomi has about a 50% chance of going off by turn 3, approximately a coinflip. To put this in perspective, most decktypes without a mechanic like a Ride Chain will ride up approximately 80% of the time. 50%:80% puts up over 60% proficiency to ride up this ride chain compared to normally riding into anything, by turn 3. Of course, this isn’t nearly as bad as one might misinterpret, in fact because of how the Ride Chain is designed, one can easily justify not riding into their Grade 3 until turn 4. Why, you might ask? Because, when you check the top 5 cards for the next Grade up, you may place the rest of the cards back to the bottom of your deck in any order you want. That means that the bottom 12-15 cards will all appear in any order you want. Stack triggers together so that you’d consecutively twin drive into double triggers turn by turn. Stack Perfect Guards or Silent Toms immediately after Draw Triggers to set up for the perfect defense or the perfect offense. Take this a step further with an extra topdeck check, where 16-20 cards can all be in the exact order you choose. 

            Of course, even with this devastating late game assault, you still need to worry about actually making it to your stack…well, you don’t have to worry at all, really. Once again because of how the Ride Chain works, you can end up saving cards in your hand that you didn’t have to ride into, indefinitely saving you shielding or giving you more options for field commitment, which basically leads to saving you shielding. Along with this, Tsukuyomi’s base 11K power sits on top of the power curve, allowing you to get away with much more solid plays and not having to guard as much throughout the fight without burning out as quickly. But to finally top it all off is its skill. When you have 6 or more soul, you may Counter-Blast 2 to draw 2 cards and Soul-Charge 1. A direct +1 on your behalf, and probably cycling out a more lackluster card in your hand for even more favorable ones. On top of giving you more shielding to protect yourself, it also cycles through 4 more cards from your deck should you use it twice, quickening your pace into your stack. To put it short, turtling into the late game nearly isn’t even a challenge for Tsukuyomi to do. 

            To sum up, Tsukuyomi is a powerful card thanks to its Ride Chain. Stacking your deck to set up for the most devastating late game shenanigans in the game, along with being overall extremely consistent and able to follow through almost easily, Tsukuyomi is not a card nor a decktype to shrug off. I give it a solid 4.5/5


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